Final Fantasy 8 > FF8 Tools

[PSX/PC] Battle Structure Editor - Cactilio (v0.1)

<< < (2/6) > >>

Maki:
This tool is handy. Will make use of it to test those damn cameras (where they are in file, and how they are formed there, as I currently have opcodes and addresses of final camera position in memory).

Also, just to make fun and fight three bosses at the same time in some funny place. :D

sithlord48:
I have finally looked at your source and have some notes to share with you. As well as some general Qt stuff since you are new to qt. Myself have been using qt to develop some programs for at least last 6  years now. Black Chocobo being my first real use of Qt for anything like a program an end user would ever touch. I have helped with a few other qt projects as well since then most (all?) of them being from  myst6re. Please allow me to share some stuff i have learned  while using Qt. I'm a bit obsessive of my programs and how they act and how they will be interacted with so i tend to try to make them "perfect" as i can reguardless of where/ how  its run.

General:
Project.pro.user file should not be part of your source. This file should be generated by Qt Creator when the pro file is opened.

The .pro  File:
This file is really the heart of your program (even more so when you do releases for many oses) Give it some extra love and you can have it do lots for you this fill will be used almost exclusively to generate the build files that your compiler will use so it can save alot of time with getting the program deploy ready for what ever os your building it for.
there are some good examples in our community: Black Chocobo Makou Reactor Hyne Deling

Gui :
Always use layouts. The top level of the main window should be in a layout and anything in any kind of  container groupbox, tabwidget, frame, etc.. should also have a layout . This is Very important and will make the difference between your program being unuseable or useable for someone! When layouts are used the items sizes will be choosen at runtime and resize events will correctly resize things.
you can see the difference here ( this is just opened on a 3840X2160 screen) No Layouts And With Layouts This is you Gui i have only added layouts for your stuff in groupboxes and your top most layout. you can not see it  but you can try it ,resize your current gui setup you will just have blank space in the new area because you widgets will not respond to the change.
now if you try the UI i modified you will see that when the window is resized the content is also resized. This happens just because we set a layout for the top. Here is the UI that i added layouts to https://goo.gl/yiQxPv just copy it to a text file and name it mainwindow.ui .

Avoid Setting fixed sizes and if you must for controls you should try to base your sizes off the size of the expected input as if the user font is larger then yours the control may be to small for the content this will fix that to some extent. Also  do some kind of scaling for DPI this is a new problem w/ HiDpi screens... my dpi is 196 so when the assumed 96 dpi is used everything is so tiny on my screen and sometime just unuseable. This is really a toolkit issue there should be fixes to Qt for it .This has been delayed for now possibly so a long term stable version of qt 5 can be released first. For now this should help if your app ever makes it on to a HiDPi screen . See the init_display code for this (widget). i use a scaleX  and scaleY   and scale any sizes i need to such as MaximumSize, MininumSize and FixedSize this way on a standard screen they will remain the same size (dpi should be 96 and therefore scale should be 1 ) and on any screen with a higher Dpi I it will scale to a hopefully correct size.

Can you now fix your About window so it will be readable on my screen? 

Translations:
You can easily get qt to translate your strings in the future if you decide. Wraping up your strings with tr() will enable Qt to translate those strings if you decide to make translation files. load more info can be found on the qt projects page about it http://doc.qt.io/qt-4.8/i18n-source-translation.html

Look and Feel:
 Qt is very good at making itself feel like a native application and but there are some things you can do to help it feel even more native.You can use the system native icons for things QIcon::fromTheme() you will still need to provide a fallback icon if the system one can't be found. You can also provide hints on what roles different menu entries that they can be placed in the correctly locations on Mac Os, Android and others  where the menu structure will be removed from the window. Or you can do the complete opposite and set up a stylesheet and force your program to look the same everywhere like my  older Black Chocobo Releases.

thats about all i have for now.  sorry for the wall of text hopefully it helps you .

JeMaCheHi:

--- Quote from: sithlord48 on 2015-08-04 02:51:34 ---I have finally looked at your source and have some notes to share with you...
...
thats about all i have for now.  sorry for the wall of text hopefully it helps you .

--- End quote ---

Oh my.... holy crap. Never expected such amount of feedback... And I LOVE walls of text if they are sooo helpful as yours! I'll use your advice to enhance the app. To be honest, I rushed the release so everyone could experiment with this as soon as possible. From now on, I can calmly polish it. Let's see...

General: Actually, I forgot to remove it from github sync files, because I made the repo in a rush xD. If you had not point this out, it would probably have remained here forever.

Pro file: I think I need a deep study on this, I didn't even read documentation about it

Gui: Wow, lots of tips here... I love it. I took good note of everything. Layers everywhere. Also copied your .ui file, but I think I can tweak it a little more so stuff remains more centered. Anyway, as I told you before, I made it in a rush. I don't even like to use the form. I'll end up fully remaking the GUI just using code. The forms seem to me like... losing control of what your program does.  About that "HiDPi" screens... I didn't even know about their existence... Anyway, I'll redo the code for the about dialog and push a commit. If I understood everything, you'll be able to see it correctly and even to resize it without trouble.

Translation: Another good point, and I really appreciate your interest here. I always was curious about how myst6re did translate Deling. However... don't think a translation is needed here. I mean, this is a very simple app...

Look and Feel: There's no much to say here... I used a couple of icons because I wanted to experiment with them but they was not really needeed... Anyway that QIcon::fromTheme() method seem to be really powerful, and will be useful in future projects, indeed.

As you can see, I still have much to do with Qt, but now that I have a base project to start with, I just have to start tweaking and enhancing stuff. Thanks thanks thanks :D
Keep looking at github

sithlord48:
its ok that you rushed to give us something to play with your not near release and thats just fine projects need to start somewhere. . HiDpi is a thing and its making redo my widgets and stuff as they were not ready for hiDpi if you do it now you save that time. Glad i can help if you have any questions just ask im usually on irc and i do accept PMs here.

Kefka:
JeMaCheHi, I was wondering about one thing: I've read on several forums that enemy levels are usually either 80% or 120% of your party's average level, but certain locations have eceptions:

In the Lunatic Pandora, all enemies are at level 1
In the Fire Cavern, all enemies are at level 5
On the Islands closest to Heaven and Hell, all enemies are at level 100
In the Deep Sea Research Center, all enemies get +15 added to their levels
In Ultimecia's Castle, all enemies have a random level from 1 to 100


Do you know where this data is stored, and do you think it might be possible to make it editable in the future? It's just that since the enemies' max levels are also in the scene.out file, I was guessing/hoping that the way enemy levels are calculated might be there, too. I'd like to make storyline bosses to be either at a minimum level, or to be always a couple levels ahead of the party's level.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version